An unpretentiuosly epic discussion thread in 'general' about what (concept/mechanic) in civ6 that may already work and what need to be changed (to keep/make micromanaging fun but optional); to serve as inspiration and reference for new threads in 'Civ - Ideas & Suggestions' In general I like micromanaging and tend to go both wide and deep when doing it. As there's a lot (of concepts/mechanics) going on in civ6 and I almost enjoy double/tripple checking things every turn, that makes me a really slow single player; but there's no bother. Though in MP games you'd rather not spend time on micromanaging, but still there's a mishmash of strategic and tactical decisions/moves to do and some are irreversible - consider path issues and that's no optional micromanaging and no fun. I know this is no new issue and I actually have already thought-through-suggestions on how I'd like to deal with it (and other issues, like 1UPT/MUPT - if you'd like to discuss that matter specificly, check 'So, after having played after around 10 games of Civ 6, my conclusion is . . . '), I think there should be an open-minded discussion thread about it in general - you can hide biased conclussions in spoiler. TLTR; I think there are some interesting mechanics around movement, but the Movement concept (as whole) need to be changed. Spoiler divide turns : Instead of this mishmash of strategic and tactical decisions/moves in same turn, keep strategy matters (setup) in ordinary turns and (execute) then deal with any conflicting decisions/moves in Tactical/Operational in-between turns to streamline gameplay; (Then also time and map scaling could work well together during events.) So what else is there?